BJ Wicked - Realtime Raytracing/Pathtracing in Daz Studio

bluejauntebluejaunte Posts: 2,163
edited July 4 in The Commons

Gauging interest again, but don't wanna re-post everything here so please check this: Realtime Raytracing/Pathtracing in Daz Studio | bluejaunte on Patreon

Feel free to discuss here of course. Does it interest you at all?

Post edited by bluejaunte on

Comments

  • garrett_3dgarrett_3d Posts: 590

    Interesting. If you can make sure to include a "guide for techno dinosaurs", I'd buy it.

  • BinkzBinkz Posts: 43

    Very very interesting!

  • Cam FoxCam Fox Posts: 460
    edited July 4

    Something that renders mid or high quality/PBR stuff quickly as compared to Iray definitely interests me. Doesn't have to be realtime as long as it is notably faster than Iray. Would be ideal if it runs in the Daz viewport and doesn't require switching material settings to bounce between Wicked and Iray. A few use cases include rapidly iterating on lighting for eventual full Iray render, rendering frames for animations, rendering 'good enough' with enough cues for ai post processing/enhancement. I suggest spelling out Bluejaunte Wicked for the project title since BJ Wicked may be overloaded with other meanings in web searches. <.<

    Post edited by Cam Fox on
  • GordigGordig Posts: 10,745

    Is this the same as the Cycles plugin you were working on, or is this a separate product? Toward the end, you compare it to Eevee.

  • bluejauntebluejaunte Posts: 2,163

    Gordig said:

    Is this the same as the Cycles plugin you were working on, or is this a separate product? Toward the end, you compare it to Eevee.

    Nah this is a different renderer based on WickedEngine, a full blown game engine. Real time ish as Eevee. Or Filament if it was good smiley

  • GordigGordig Posts: 10,745

    Are both projects ongoing, or have you shifted focus?

  • Silent WinterSilent Winter Posts: 3,932

    Looks interesting - especially if it's not tied to Nvidia hardware (I've got an RTX card, but who knows what's next?). The features look good and being able to (or at least mostly) use it without having to convert shaders would be a huge bonus.

  • MasterstrokeMasterstroke Posts: 2,446

    Wicked or cycles, both is fine as long as DAZ studio Iray skin materials convert nicely and any GPU will be supported.
    Love the idea of getting another choice for rendering.
    Aside from render option, we will also need a way much better alternative to dforce, that could do cloth simulations in real time.
    "But I digress" ;-)
    However: BJ wicked looks very promissing to me.

  • bluejauntebluejaunte Posts: 2,163

    Gordig said:

    Are both projects ongoing, or have you shifted focus?

    All depends on interest. Both, one of them, none smiley

  • ValiskaValiska Posts: 172

    Ooh, this is interesting.

  • 3DIO3DIO Posts: 439
    edited July 5

    Same here, sounds very interesting, and I've always said that Daz Studio (and Poser) need a live viewport like EEVEE.

    Having such a thing would revolutionise the enjoyment, and open up the reality of animation to more and more people.  All I will say from a technical design standpoimt is that for it to be accepted, I personally think it is going to need to convert materials on-the-fly, and have a navigatable direct viewport.

    Without those two abilities, it would add complexity and effect workflow.

    I personally would buy it regardless (providing I can afford it of course), but nevertheless I do think that what I pointed out is ultimately what will decide whether it sinks or swims (same goes for BJ Cycles).

     

     

    Post edited by 3DIO on
  • TorquinoxTorquinox Posts: 4,724

    I'm a lot more interested in this than I would be in cycles. I like filament, though it's limited. I like fast rendering. I should also say, Iray materials usually need a lot of adjustment to work properly in Filament. Even then, layered transparency is a problem. Your test renders look pretty good. 

  • furiousstugfuriousstug Posts: 222

    Wonder how the renderer deals with poorly constructed, long, skinny triangles. See that a lot on Daz products when using the geometry editor.

  • backgroundbackground Posts: 915
    edited July 7

    I'd be very interested in these projects. As Masterstroke has said, a critical thing is how well materials are converted, and how similar they look to the Iray material. So far as I know, none of the alternative render engines, or bridges to other programs has worked well enough to make using them a pleasurable experience for rendering  scenes from Studio. It probably doesn't help that every vendor seems to use their own shader setup. Just doing a basic 'Diffuse, Bump, Normal, and Opacity conversion ' isn't going to cut it.

    Post edited by background on
  • SorelSorel Posts: 1,430
    People should realize any renderer outside of daz is t ever going to have a perfect 1:1 conversion depending on the type of material. Dielectric type materials should theoretically be simple to convert, but once you get to things like sss, yeah good luck.
  • backgroundbackground Posts: 915
    edited July 7

    Sorel said:

    People should realize any renderer outside of daz is t ever going to have a perfect 1:1 conversion depending on the type of material. Dielectric type materials should theoretically be simple to convert, but once you get to things like sss, yeah good luck.

    Yes I tried for months to use Octane render via the plugin. There were some sucesses, but almost every material had to be adjusted. If the purpose of using the alternative render engine is to save 'time', then having to spend hours adjusting materials makes it a no-win situation. It's quicker to wait for Iray to finish rendering ( at least for me )..

    Post edited by background on
  • SorelSorel Posts: 1,430
    At least in octane you can make template materials to quickly copy and paste.
  • bluejauntebluejaunte Posts: 2,163

    background said:

    I'd be very interested in these projects. As Masterstroke has said, a critical thing is how well materials are converted, and how similar they look to the Iray material. So far as I know, none of the alternative render engines, or bridges to other programs has worked well enough to make using them a pleasurable experience for rendering  scenes from Studio. It probably doesn't help that every vendor seems to use their own shader setup. Just doing a basic 'Diffuse, Bump, Normal, and Opacity conversion ' isn't going to cut it.

    Absolutely, that's the goal. Pleasing materials without touching anything in the Iray shaders. If we have to fiddle with that it's pointless.
  • bluejauntebluejaunte Posts: 2,163

    Sorel said:

    People should realize any renderer outside of daz is t ever going to have a perfect 1:1 conversion depending on the type of material. Dielectric type materials should theoretically be simple to convert, but once you get to things like sss, yeah good luck.

    1:1 exactly like Iray probably not. That would be boring anway. Looks pleasing enough that you don't wanna change anything? Absolutely I think that can be done. I have access to the whole engine code after all. In Iray you're stuck with whatever NVidia is doing. Or not doing.

  • 3DIO3DIO Posts: 439

    background said:

    If the purpose of using the alternative render engine is to save 'time', then having to spend hours adjusting materials makes it a no-win situation. It's quicker to wait for Iray to finish rendering ( at least for me )..

    Totally agree.  This is why I pointed out that unless it converts Iray materials on-the-fly, and works directly in the main navigatable viewport, then many will see it more of a hinderance to workflow.  Get those two things working though, and I reckon it would be an instant hit and best seller.  I really do think (without any doubt whatsoever), that those two things are vital to success with BJ Wicked and BJ Cycles.

    I'm also far more interested in this "Wicked" EEVEE type solution than I am in Cycles.

     

  • TorquinoxTorquinox Posts: 4,724

    @bluejaunte FWIW, I end up fiddling with materials for most everything, even for Iray. It's rare that an asset loads and it's right where I want it. If you get close and the results look good, that's already going to be a win. My hope is that your project will deliver fast renders that are a bit more feature rich than we've seen from filament.

  • TorquinoxTorquinox Posts: 4,724

    That said, I've already been told I should consider export to Blender or even to unreal engine to get what I want. I find there are still good reasons to play with my Daz assets in DS, though.

  • bluejauntebluejaunte Posts: 2,163

    3DIO said:

    background said:

    If the purpose of using the alternative render engine is to save 'time', then having to spend hours adjusting materials makes it a no-win situation. It's quicker to wait for Iray to finish rendering ( at least for me )..

    Totally agree.  This is why I pointed out that unless it converts Iray materials on-the-fly, and works directly in the main navigatable viewport, then many will see it more of a hinderance to workflow.  Get those two things working though, and I reckon it would be an instant hit and best seller.  I really do think (without any doubt whatsoever), that those two things are vital to success with BJ Wicked and BJ Cycles.

    I'm also far more interested in this "Wicked" EEVEE type solution than I am in Cycles.

    Main viewport is probably not going to happen. All experiments to hook into that have failed so far. It's probably not exposed enough for plugins.

  • Silent WinterSilent Winter Posts: 3,932

    ^So this is 'Render to New Window/File'? Still good if it's quick enough.

  • bluejauntebluejaunte Posts: 2,163
    edited 1:36PM

    Silent Winter said:

    ^So this is 'Render to New Window/File'? Still good if it's quick enough.

    There's a separate preview pane. Full render goes through the regular Daz Studio render pane same as Iray.
     


    Check Patreon for video.

    Post edited by bluejaunte at
  • WendyLuvsCatzWendyLuvsCatz Posts: 41,171
    edited 1:41PM

    I guess animation would need a script much like animated textures, LAMH catalyser or particles, VDBs etc do

    Post edited by WendyLuvsCatz at
  • bluejauntebluejaunte Posts: 2,163

    WendyLuvsCatz said:

    I guess animation would need a script much like animated textures, LAMH catalyser or particles, VDBs etc do

    Doubt that. Animation is just rendering multiple frames. Preview probably wouldn't be able to keep up but that's no different in Iray right. Regular render should work.

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